mirror of
https://github.com/Q3Rally-Team/q3rally.git
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771 lines
20 KiB
C
771 lines
20 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_misc.c
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#include "g_local.h"
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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*/
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/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_camp( gentity_t *self ) {
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_null( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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target_position does the same thing
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*/
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void SP_info_notnull( gentity_t *self ){
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
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Non-displayed light.
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"light" overrides the default 300 intensity.
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Linear checbox gives linear falloff instead of inverse square
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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*/
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void SP_light( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*
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=================================================================================
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TELEPORTERS
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=================================================================================
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*/
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
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gentity_t *tent;
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qboolean noAngles;
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noAngles = (angles[0] > 999999.0);
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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if (!noAngles) {
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// spit the player out
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AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
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VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
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player->client->ps.pm_time = 160; // hold time
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player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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// set angles
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SetClientViewAngle(player, angles);
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}
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// STONELANCE - reset car
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// PM_InitializeVehicle( &player->client->car, origin, angles, player->client->ps.velocity, car_frontweight_dist.value );
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VectorCopy( origin, player->client->ps.origin );
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if (!noAngles) {
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VectorCopy( angles, player->client->ps.viewangles );
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}
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player->client->car.initializeOnNextMove = qtrue;
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// END
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// kill anything at the destination
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( player->client->ps.origin, player->r.currentOrigin );
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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trap_LinkEntity (player);
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}
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}
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//==================================================
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// TelefragPlayer
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//==================================================
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void TelefragPlayer( gentity_t *player, vec3_t origin ) { // removed angles
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gentity_t *tent;
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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// Zygote
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// Remove angles and "spit-out"
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/*
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// spit the player out
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AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
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VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
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player->client->ps.pm_time = 160; // hold time
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player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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*/
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// Zygote
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// Remove angles
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/*
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// set angles
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SetClientViewAngle( player, angles );
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*/
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// STONELANCE - reset car
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// PM_InitializeVehicle( &player->client->car, origin, angles, player->client->ps.velocity, car_frontweight_dist.value );
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VectorCopy( origin, player->client->ps.origin );
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player->client->car.initializeOnNextMove = qtrue;
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// END
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// kill anything at the destination
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( player->client->ps.origin, player->r.currentOrigin );
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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trap_LinkEntity (player);
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}
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}
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/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
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Point teleporters at these.
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Now that we don't have teleport destination pads, this is just
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an info_notnull
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*/
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void SP_misc_teleporter_dest( gentity_t *ent ) {
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}
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//===========================================================
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/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
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"model" arbitrary .md3 file to display
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*/
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void SP_misc_model( gentity_t *ent ) {
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#if 0
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ent->s.modelindex = G_ModelIndex( ent->model );
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VectorSet (ent->mins, -16, -16, -16);
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VectorSet (ent->maxs, 16, 16, 16);
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trap_LinkEntity (ent);
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G_SetOrigin( ent, ent->s.origin );
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VectorCopy( ent->s.angles, ent->s.apos.trBase );
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#else
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G_FreeEntity( ent );
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#endif
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}
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//===========================================================
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void locateCamera( gentity_t *ent ) {
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vec3_t dir;
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gentity_t *target;
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gentity_t *owner;
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owner = G_PickTarget( ent->target );
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if ( !owner ) {
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G_Printf( "Couldn't find target for misc_partal_surface\n" );
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G_FreeEntity( ent );
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return;
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}
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ent->r.ownerNum = owner->s.number;
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// frame holds the rotate speed
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if ( owner->spawnflags & 1 ) {
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ent->s.frame = 25;
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} else if ( owner->spawnflags & 2 ) {
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ent->s.frame = 75;
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}
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// swing camera ?
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if ( owner->spawnflags & 4 ) {
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// set to 0 for no rotation at all
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ent->s.powerups = 0;
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}
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else {
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ent->s.powerups = 1;
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}
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// clientNum holds the rotate offset
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ent->s.clientNum = owner->s.clientNum;
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VectorCopy( owner->s.origin, ent->s.origin2 );
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// see if the portal_camera has a target
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target = G_PickTarget( owner->target );
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if ( target ) {
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VectorSubtract( target->s.origin, owner->s.origin, dir );
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VectorNormalize( dir );
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} else {
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G_SetMovedir( owner->s.angles, dir );
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}
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ent->s.eventParm = DirToByte( dir );
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}
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/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
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The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
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This must be within 64 world units of the surface!
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*/
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void SP_misc_portal_surface(gentity_t *ent) {
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity (ent);
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ent->r.svFlags = SVF_PORTAL;
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ent->s.eType = ET_PORTAL;
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if ( !ent->target ) {
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VectorCopy( ent->s.origin, ent->s.origin2 );
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} else {
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ent->think = locateCamera;
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ent->nextthink = level.time + 100;
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}
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}
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/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
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The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
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"roll" an angle modifier to orient the camera around the target vector;
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*/
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void SP_misc_portal_camera(gentity_t *ent) {
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float roll;
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity (ent);
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G_SpawnFloat( "roll", "0", &roll );
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ent->s.clientNum = roll/360.0 * 256;
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}
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/*
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======================================================================
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SHOOTERS
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======================================================================
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*/
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void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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vec3_t dir;
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float deg;
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vec3_t up, right;
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// see if we have a target
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if ( ent->enemy ) {
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VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
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VectorNormalize( dir );
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} else {
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VectorCopy( ent->movedir, dir );
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}
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// randomize a bit
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PerpendicularVector( up, dir );
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CrossProduct( up, dir, right );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, up, dir );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, right, dir );
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VectorNormalize( dir );
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switch ( ent->s.weapon ) {
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case WP_GRENADE_LAUNCHER:
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fire_grenade( ent, ent->s.origin, dir );
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break;
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case WP_ROCKET_LAUNCHER:
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fire_rocket( ent, ent->s.origin, dir );
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break;
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case WP_PLASMAGUN:
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fire_plasma( ent, ent->s.origin, dir );
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break;
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}
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G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
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}
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static void InitShooter_Finish( gentity_t *ent ) {
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ent->enemy = G_PickTarget( ent->target );
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ent->think = 0;
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ent->nextthink = 0;
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}
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void InitShooter( gentity_t *ent, int weapon ) {
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ent->use = Use_Shooter;
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ent->s.weapon = weapon;
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RegisterItem( BG_FindItemForWeapon( weapon ) );
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G_SetMovedir( ent->s.angles, ent->movedir );
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if ( !ent->random ) {
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ent->random = 1.0;
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}
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ent->random = sin( M_PI * ent->random / 180 );
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// target might be a moving object, so we can't set movedir for it
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if ( ent->target ) {
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ent->think = InitShooter_Finish;
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ent->nextthink = level.time + 500;
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}
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trap_LinkEntity( ent );
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}
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/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_rocket( gentity_t *ent ) {
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InitShooter( ent, WP_ROCKET_LAUNCHER );
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}
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/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" is the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_plasma( gentity_t *ent ) {
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InitShooter( ent, WP_PLASMAGUN);
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}
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/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" is the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_grenade( gentity_t *ent ) {
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InitShooter( ent, WP_GRENADE_LAUNCHER);
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}
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#ifdef MISSIONPACK
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static void PortalDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
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G_FreeEntity( self );
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//FIXME do something more interesting
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}
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void DropPortalDestination( gentity_t *player ) {
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gentity_t *ent;
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vec3_t snapped;
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// create the portal destination
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ent = G_Spawn();
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ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_exit.md3" );
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VectorCopy( player->s.pos.trBase, snapped );
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SnapVector( snapped );
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G_SetOrigin( ent, snapped );
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VectorCopy( player->r.mins, ent->r.mins );
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VectorCopy( player->r.maxs, ent->r.maxs );
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ent->classname = "hi_portal destination";
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ent->s.pos.trType = TR_STATIONARY;
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ent->r.contents = CONTENTS_CORPSE;
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ent->takedamage = qtrue;
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ent->health = 200;
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ent->die = PortalDie;
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VectorCopy( player->s.apos.trBase, ent->s.angles );
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ent->think = G_FreeEntity;
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ent->nextthink = level.time + 2 * 60 * 1000;
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trap_LinkEntity( ent );
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player->client->portalID = ++level.portalSequence;
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ent->count = player->client->portalID;
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// give the item back so they can drop the source now
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player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem( "Portal" ) - bg_itemlist;
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}
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static void PortalTouch( gentity_t *self, gentity_t *other, trace_t *trace) {
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gentity_t *destination;
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// see if we will even let other try to use it
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if( other->health <= 0 ) {
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return;
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}
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if( !other->client ) {
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return;
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}
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// if( other->client->ps.persistant[PERS_TEAM] != self->spawnflags ) {
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// return;
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// }
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if ( other->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
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Drop_Item( other, BG_FindItemForPowerup( PW_NEUTRALFLAG ), 0 );
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other->client->ps.powerups[PW_NEUTRALFLAG] = 0;
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}
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else if ( other->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
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Drop_Item( other, BG_FindItemForPowerup( PW_REDFLAG ), 0 );
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other->client->ps.powerups[PW_REDFLAG] = 0;
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}
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else if ( other->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
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Drop_Item( other, BG_FindItemForPowerup( PW_BLUEFLAG ), 0 );
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other->client->ps.powerups[PW_BLUEFLAG] = 0;
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}
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// find the destination
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destination = NULL;
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while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
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if( destination->count == self->count ) {
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break;
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}
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}
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// if there is not one, die!
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if( !destination ) {
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if( self->pos1[0] || self->pos1[1] || self->pos1[2] ) {
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TeleportPlayer( other, self->pos1, self->s.angles );
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}
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G_Damage( other, other, other, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
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return;
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}
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TeleportPlayer( other, destination->s.pos.trBase, destination->s.angles );
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}
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static void PortalEnable( gentity_t *self ) {
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self->touch = PortalTouch;
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self->think = G_FreeEntity;
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self->nextthink = level.time + 2 * 60 * 1000;
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|
}
|
|
|
|
|
|
void DropPortalSource( gentity_t *player ) {
|
|
gentity_t *ent;
|
|
gentity_t *destination;
|
|
vec3_t snapped;
|
|
|
|
// create the portal source
|
|
ent = G_Spawn();
|
|
ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
|
|
|
|
VectorCopy( player->s.pos.trBase, snapped );
|
|
SnapVector( snapped );
|
|
G_SetOrigin( ent, snapped );
|
|
VectorCopy( player->r.mins, ent->r.mins );
|
|
VectorCopy( player->r.maxs, ent->r.maxs );
|
|
|
|
ent->classname = "hi_portal source";
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
|
|
ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
|
|
ent->takedamage = qtrue;
|
|
ent->health = 200;
|
|
ent->die = PortalDie;
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
ent->count = player->client->portalID;
|
|
player->client->portalID = 0;
|
|
|
|
// ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
|
|
|
|
ent->nextthink = level.time + 1000;
|
|
ent->think = PortalEnable;
|
|
|
|
// find the destination
|
|
destination = NULL;
|
|
while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
|
|
if( destination->count == ent->count ) {
|
|
VectorCopy( destination->s.pos.trBase, ent->pos1 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
/*QUAKED func_breakglass (1 0 0) (-16 -16 -16) (16 16 16)
|
|
We have breakable glass in our mod , if you hit it till health 0 it will explode and spawn models
|
|
*/
|
|
void SP_func_breakglass( gentity_t *ent ) {
|
|
int health;
|
|
|
|
// It's a model brush , show it
|
|
trap_SetBrushModel( ent, ent->model );
|
|
// the default health will be set to 25
|
|
G_SpawnInt( "health", "0", &health );
|
|
if( health <= 0 )
|
|
health = 25;
|
|
|
|
// set health on the function
|
|
ent->health = health;
|
|
// our function can receive damage
|
|
ent->takedamage = qtrue;
|
|
// that's our new ET(EntityType)
|
|
ent->s.eType = ET_BREAKGLASS;
|
|
// additional brush model
|
|
if ( ent->model2 ) {
|
|
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
|
|
}
|
|
// link the entity ( otherwise nothing will work :) )
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_BreakGlass
|
|
=================
|
|
*/
|
|
void G_BreakGlass(gentity_t *ent, vec3_t point, int mod) {
|
|
gentity_t *tent;
|
|
vec3_t size;
|
|
vec3_t center;
|
|
qboolean splashdmg;
|
|
|
|
// Lanz: Cleaned up compiler errors.
|
|
|
|
// Get the center of the glass
|
|
VectorSubtract(ent->r.maxs, ent->r.mins, size);
|
|
VectorScale(size, 0.5, size);
|
|
VectorAdd(ent->r.mins, size, center);
|
|
|
|
// if the health of our glass brush is at 0 we'll break it
|
|
if( ent->health <= 0 ) {
|
|
G_FreeEntity( ent );
|
|
|
|
switch( mod ) {
|
|
case MOD_GAUNTLET:
|
|
splashdmg = qfalse;
|
|
break;
|
|
default:
|
|
splashdmg = qtrue;
|
|
break;
|
|
}
|
|
|
|
// Now we call our EVs(Events) so that cgame can work on it
|
|
switch( splashdmg ){
|
|
case qtrue:
|
|
tent = G_TempEntity( center, EV_BREAK_GLASS );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
case qfalse:
|
|
tent = G_TempEntity( point, EV_BREAK_GLASS );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
/*QUAKED func_breakwood (1 0 0) (-16 -16 -16) (16 16 16)
|
|
we have breakable wood
|
|
*/
|
|
void SP_func_breakwood( gentity_t *ent ) {
|
|
int health;
|
|
|
|
// It's a model brush , show it
|
|
trap_SetBrushModel( ent, ent->model );
|
|
// the default health will be set to 25
|
|
G_SpawnInt( "health", "0", &health );
|
|
if( health <= 0 )
|
|
health = 50;
|
|
|
|
// set health on the function
|
|
ent->health = health;
|
|
// our function can receive damage
|
|
ent->takedamage = qtrue;
|
|
// that's our new ET(EntityType)
|
|
ent->s.eType = ET_BREAKWOOD;
|
|
// additional brush model
|
|
if ( ent->model2 ) {
|
|
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
|
|
}
|
|
// link the entity ( otherwise nothing will work :) )
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_BREAKWOOD
|
|
=================
|
|
*/
|
|
void G_BREAKWOOD(gentity_t *ent, vec3_t point, int mod) {
|
|
gentity_t *tent;
|
|
vec3_t size;
|
|
vec3_t center;
|
|
qboolean splashdmg;
|
|
|
|
// Lanz: cleaned up compiler errors.
|
|
|
|
// Get the center of the BOX
|
|
VectorSubtract(ent->r.maxs, ent->r.mins, size);
|
|
VectorScale(size, 0.5, size);
|
|
VectorAdd(ent->r.mins, size, center);
|
|
|
|
// if the health of our wood brush is at 0 we'll move it
|
|
if( ent->health <= 0 ) {
|
|
G_FreeEntity( ent );
|
|
|
|
switch( mod ) {
|
|
case MOD_GAUNTLET:
|
|
splashdmg = qfalse;
|
|
break;
|
|
default:
|
|
splashdmg = qtrue;
|
|
break;
|
|
}
|
|
|
|
// Now we call our EVs(Events) so that cgame can work on it
|
|
switch( splashdmg ){
|
|
case qtrue:
|
|
tent = G_TempEntity( center, EV_BREAKWOOD );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
case qfalse:
|
|
tent = G_TempEntity( point, EV_BREAKWOOD );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*QUAKED func_breakmetal (1 0 0) (-16 -16 -16) (16 16 16)
|
|
We have breakable metal in our mod , if you hit it till health 0 it will explode and spawn models
|
|
*/
|
|
void SP_func_breakmetal( gentity_t *ent ) {
|
|
int health;
|
|
|
|
// It's a model brush , show it
|
|
trap_SetBrushModel( ent, ent->model );
|
|
// the default health will be set to 25
|
|
G_SpawnInt( "health", "0", &health );
|
|
if( health <= 0 )
|
|
health = 50;
|
|
|
|
// set health on the function
|
|
ent->health = health;
|
|
// our function can receive damage
|
|
ent->takedamage = qtrue;
|
|
// that's our new ET(EntityType)
|
|
ent->s.eType = ET_BREAKMETAL;
|
|
// additional brush model
|
|
if ( ent->model2 ) {
|
|
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
|
|
}
|
|
// link the entity ( otherwise nothing will work :) )
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_BreakMetal
|
|
=================
|
|
*/
|
|
void G_BREAKMETAL(gentity_t *ent, vec3_t point, int mod) {
|
|
gentity_t *tent;
|
|
vec3_t size;
|
|
vec3_t center;
|
|
qboolean splashdmg;
|
|
|
|
// Lanz: Cleaned up compiler errors.
|
|
|
|
// Get the center of the metal
|
|
VectorSubtract(ent->r.maxs, ent->r.mins, size);
|
|
VectorScale(size, 0.5, size);
|
|
VectorAdd(ent->r.mins, size, center);
|
|
|
|
// if the health of our metal brush is at 0 we'll break it
|
|
if( ent->health <= 0 ) {
|
|
G_FreeEntity( ent );
|
|
|
|
switch( mod ) {
|
|
case MOD_GAUNTLET:
|
|
splashdmg = qfalse;
|
|
break;
|
|
default:
|
|
splashdmg = qtrue;
|
|
break;
|
|
}
|
|
|
|
// Now we call our EVs(Events) so that cgame can work on it
|
|
switch( splashdmg ){
|
|
case qtrue:
|
|
tent = G_TempEntity( center, EV_BREAKMETAL );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
case qfalse:
|
|
tent = G_TempEntity( point, EV_BREAKMETAL );
|
|
tent->s.eventParm = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|